Table 2.
Participant summary scores for key intervention targets before video game intervention and at 12-week follow-up.
| Mean outcome summary scoresa | Baseline, mean (SD) | 12-week follow-up, mean (SD) | P value (baseline to follow-up) |
| Intention score (0-64)b | 42.68 (8.03) | 42.95 (7.94) | .75 |
| Self-efficacy score (0-44)c | 31.39 (5.57) | 32.55 (7.18) | .42 |
| Risk (misperception) score (0-44)d | 29.38 (5.28) | 26.65 (6.62) | .14 |
| Knowledge score (0%-100%)e | 26.71 (11.25) | 32.77 (14.82) | .12 |
aHigher scores indicate improved intentions, self-efficacy, and risk perceptions as measured using a 5-point Likert scale where 4=I strongly agree, 3=I agree, 2=I am not sure, 1=I disagree, and 0=I strongly disagree. The statements are worded in the affirmative. For example, “If I have sex without contraception (something to prevent pregnancy), I would probably get pregnant (or get someone pregnant).”